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10/5/2018 7:12:26 PM
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I definitely agree about an indicator showing where your thrown hammer is at. I made a post on this a few days ago. I’d love a little hammer icon on my radar showing where it’s at lol. As for the throwing hammer itself, it does have tracking in both pvp and pve. I personally think it’s fine. It does good damage, has slight tracking, and it’s great vs shotgun rushers. It’s really fun to pair it with the No Turning Back bow. One body shot with that and a hammer toss is enough to kill a guardian. Really fun. As for the super, I have experienced the problem of people simply jumping to avoid it. It’s annoying, but I’ve found that just by being patient and waiting for them to come down works best for not wasting super energy on them. Still frustrating though. I like your idea about a dash move. I doubt that could be easily implemented though. I don’t think we’ve ever seen a whole new “move” added to a super after its been released. But if they could, I think it’d have to be usable only in the air. So R2 is always overhead smash, R1 on the ground is spin to win, and R1 in the air is a dash similar to sun charge. That’d be awesome. I have to admit that the super does excel in super vs super combat. At least vs other roaming supers. And burning maul does last for a surprising large amount of time. If it had an aerial suncharge move, it’d be icing on the cake.
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  • Edited by thesith411: 10/5/2018 8:55:06 PM
    Regarding having patience and waiting for people to land, people could easily rapidly tap the jump button and almost instantly jump back up and continue the cycle. The spin has too little range, damage, and tracking to kill in time. The slam is often too slow to kill in time also. Why can't Burning Maul have something akin to Sentinel's and Arcstrider's attacks, with their reliable attacks for in-air targets?

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  • We’ve just never seen Bungie give a super a brand new “move” unless if it’s with a new subclass path (like the twirling staff move of the new arcstrider). I don’t see them doing it in a patch. An easier fix would probably just be to increase the spin move damage to one-hit people.

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  • The tracking and range will still be almost non-existent.

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